@database GenesisPro.guide @$VER:Genesispro.guide V1.0 @wordwrap @node Main "Genesis Professional - a 3D Level Editor" @{b}Genesis Professional - a 3D Level Editor@{ub} @{u}Table of contents@{uu} I. @{"What is GenesisPro ?" link what} II. @{"Installation " link inst} III. @{"First Steps " link first} IV. @{"Expanded Features " link fea} V. @{"Keyboard Shortcuts " link keys} VI. @{"Implementation Notes" link imp} VII. @{"Data Format " link data} VIII.@{"Licensing the engine" link lic} IX. @{"Copyright " link copy} X. @{"History " link hist} @endnode @node what "What is this" @toc Main @{b}What is GenesisPro ?@{ub} GenesisPro is a 3D Level Editor, that is usable for Dungeonmaster style and Wolfenstein 3D style/DOOM style games (it does not feature not-rectangular walls, but it DOES feature floors of different heigh). This Editor was mainly done out of three reasons. The original version was done to create levels for the never finished game "Genesis" of Alex Grasso. This version was done to create levels for my game "Darkchild" and to show the features of the rtgmaster.library @endnode @node inst "Installation" @toc Main @{b}Installation@{ub} 1. Copy all .GIF and .IFF files to a directory 2. Copy the files GenesisPro and Data.AGA (and their .info files) to the same directory. 3. Copy these Docs to the Directory. 4. Install the font that is in this archive to fonts: 5. Install the libs in this archive to libs:, if you do not already have later versions. rtgmaster.library V9 (and sublibraries and c2p algorithms) iff.library V23 superview.library V11 6. Assign Genesis: 7. Installation finished :) (Well, if you are an AGA user, then get sure, that devs:monitors/PAL is installed). If you want to use anything else than 320x256 8 Bit for GenesisPro, you will have to use NewMode to promote it to your ScreenMode. Promotion under CyberGraphX might give you some really strange results :). @endnode @node first "First Steps" @toc Main Start GenesisPro. You will see a Screenmode Requester, where you can choose a Screenmode. Ignore the c2p Settings, they are not needed for this Program. After you saved the Screenmoderequester Preferences, the Screenmode Requester only will appear again at startup, if you press SHIFT, when you start the program, like usual for rtgmaster.library. Note, that the programs stores its Screenmode information in the directory, from where you started it, so you should ALWAYS start it from the directory where it is installed, else the Screenmode-Requester will appear, even if you already configured it. The Screenmode Preferences are saved in the file Screenmode.Prefs. You can start GenesisPro from Shell or from Workbench. AGA-Users should take care, that the devs:monitors/PAL and/or devs:monitors/NTSC files are installed, else GenesisPro won't run. GenesisPro runs on AGA systems and on CyberGraphX systems. CyberGraphX users have to define a 320x256 8 Bit Screenmode. Now, if you finally entered GenesisPro, you will see a Lowres Screen with the following parts : - A Dungeon Window - Some more Windows, that do not have a function up to now (might change in future versions, though) - A bank of gadgets * The buttons from 0 to 6 are for choosing a wall texture. Up to now textures 2-6 are not defined and will create invisible walls. Will change in the future. * The buttons from 0 to 9 are for choosing object and monster graphics. Not yet implemented. * The GO/ED button is for switching between GO and EDIT mode. More on that later. Default is EDIT mode. * The FL button (default : OFF) is for entering floor mode. If you activate it, you only can walk on places where a floor is already set. Also, you can't fly (see below). * The LL button determins the state of the LET LIVE flag. See below. Its default is OFF. * The KO button determins the KOLLISION STATE (see below). It's default is ON. * The Square Button is used to create a square in front of you (a dungeon consists of a LOT of squares). * The crossed Square Button is used to delete the last set Square again. You can't delete the last two of them by pressing it twice, though. - By moving around the mouse pointer in the Dungeon Window you can : * GO mode : Walk around * EDIT mode : Shift the last created Square around - By pressing the texture buttons, you can modify the texture of the last created square, and of all squares created LATER. - You will see coordinates for your position and the position of the last created/deleted Square at the low part of the Screen. @endnode @node fea "Expanded Features" @toc Main @{b}Expanded Features@{ub} GenesisPro contains some features to make editing easier. - If you enable the LET LIVE mode, using the LL Gadget, and move around Squares, the Square will be set at the NEW position. but it won't be deleted at the OLD position anymore. This way you can do a whole WALL or ROOM in very short time. - The KO button determins, if the KOLLISION CHECK is turned on. If you turn it OFF, you can shift Squares over each other. LL ON and KO OFF sometimes are useful. - If you are tired by one-level rooms, try pressing the right mousebutton, while you are in GO mode and while the pointer ponts up or down. And you will fly up or down. Note that it is possible to create an engine where you can turn around in full 3D with GenesisPro Level files. The Engine integrated in the editor does not feature it, that's all :) - With turning ON the FLOOR MODE (FL button), you only can walk where already a floor texture is. Useful to prevent going off beyond the dungeon, with some misplaced mouseclicks. I usually let it turned off, though. - Have a look at the keyboard shortcuts. Especially the possibility to walk around in EDIT mode with the keyboard and set and delete Squares with the + and - keys are quite useful. @endnode @node keys "Keyboard" @toc Main @{ub}Keyboard@{uu} Shortcuts and Keyboard stuff : q = Quit s = Save l = Load o = Load a dungeon in the format of the OLD Genesis Editor (looked a bit different). When you save it again, it will be saved in the new format. c = Clear the Dungeon. Saving and Loading now uses Filerequesters. You will be asked, if you really want to overwrite an already existing file/quit/clear the Dungeon. your filenames should end with .DAT, or you will get strange results. (There are three files, that will be saved, the mainfile with .DAT and two small data files with .DIR and .POS, where Direction and Position are saved). + = Create a Square (like the button) - = Delete last Square (like the button) Numberblock : 7 8 9 Turn Left Walk Forward Turn Right 4 5 6 Sidestep Left Turn around Sidestep Right 2 Walk Backward These keys will ALWAYS work in GO MODE, EVEN in EDIT MODE (for walking around in EDIT MODE). They are also available with the normal number keys. Arrow Left = Sidestep Left Arrow Right = Sidestep Right Arrow Up = Fly Up Arrow Down = Fly Down F1 = Display Background0 (won't be saved up to now) F2 = Display Background1 F3 = Display Background2 F4 = Display Background3 F5 = Display Background1 (for Alex, his F2 Key is out of order :) ) @endnode @node imp "Implementation Notes" @toc main @{b}Implementation Notes@{ub} This program is definitely NOT, how an rtgmaster.library program should look. It is a DIRTY HACK, messing around with private rtgmaster structures. DON'T DO THAT, if you code using rtgmaster yourselves... i created it, i CAN do it :) But it's not nice... Also, the AGA Support is not integrated in the main file, but a seperate program instead... well, the original Genesis editor source looked like a real MESS, not commented and all... i REALLY had some problems porting it to rtgmaster, and that's why it is the way it is. Don't look at this as a perfect example of rtgmaster programming. It is NOT (it even does slow p2c garbage and all other sorts of things that one should NOT do). But it does the job, and for an engine with THAT SMALL Dungeonsize the p2c does not create a noticable slowdown. My game "Darkchild" won't be done this dirty way. It will be done fine (and supporting ALL Workbench Emulations, not like this editor that only supports AGA and CyberGraphX). @endnode @node data "Data Format" @toc main @{b}Data Format@{ub} The Data Format of GenesisPro consists of three files : Dungeon.DAT a 60x60x60 Array (you can't reach the very corners of the thing, though. You HAVE 49x49x49 for usage). Dungeon.DIR contains the direction in that the player is looking, as simple char ("N","S","W" or "O"). (O is "Osten", the german word for "East", and i did not change this to English from Alex Grasso's original Genesis Editor). Dungeon.POS The position of the player in the array (if the player is at (10,12,13), it is 10*3600+12*60+13-1. (x,y,z), where x is from west to east, y from south to north, z from down to up. @endnode @node lic "Licensing the Engine" @toc main @{b}Licensing the Engine@{ub} Well, in case someone is interested in licensing this or the big engine on that i am working currently : It is possible !!! (Mail me at MagicSN@Birdland.es.bawue.de for details). Features of the still unfinished "big" engine : - 640x480 or 640x512 Screensize - Dungeonsize 460x298 - Free 3D Movement (but no Texturemapping) Climbing, Flying, Turning around, everything is possible - Runs on CyberGraphX, AGA, EGS and Picasso II - Easy to put in own code - 256 colors - uses rtgmaster.library Of course i won't sell "exclusive rights", as i want to put it in my OWN game. But probably nobody is interested, anyways... I have also source for a 640x256 Dungeon somewhere... If someone wants the small engine, he can get it for free, but he probably has to talk with the authors of iff.library and superview.library, if he wants to do a game with it and does not replace the GFX Loading code... @endnode @node copy "Copyright" @toc main @{b}Copyright@{ub} The original Genesis Editor was developped by Alex Grasso Berggasse 19 71034 Boeblingen Germany But he gave the copyright to me, some times ago, and all sources and rights for further developpement. GenesisPro is copyright by me, MagicSN@Birdland.es.bawue.de (Steffen Haeuser,Limburgstr.127,73265 Dettingen/Teck, Germany). It is Freeware (well, the executables, the sources NOT). If you have some levels for my game, send them to me :) You are NOT allowed to use the Graphics of this program in projects of your own, even if it is Freeware. The Graphics are still copyrighted by Alex Grasso and me. GenesisPro uses the following libraries : rtgmaster.library - Freeware, Copyright by me, Hans-Joerg & Thomas Frieden and Wolfram Schenk iff.library - Copyright by Christian A. Weber, according to the Docs, it is okay to include the library in PD stuff superview.library - Copyright by Andreas Ralph Kleinert. Not sure about its status, therefore it is not included in this archive. You can get it from Aminet. It is in : gfx/show/sview540.lha @endnode @node hist "History" @toc main @{ub}History@{uu} The first version of the Genesis Leveleditor was done by Alex Grasso in July'96. It was a bit different and only supported AGA. GenesisPro 1.0 - First version with GFX Board Support, maybe final version, maybe not. Done in October '96 by Steffen Haeuser @endnode @node copy "Copyright" @toc Main @{ub}Copyright@{uu} The still-to-be-finished game Darkchild and this demo of its level editor are copyrighted to : Alex Grasso and Steffen Haeuser Alex Grasso is reachable as Gee@birdland.es.bawue.de I myself (Steffen Haeuser) am reachable as MagicSN@birdland.es.bawue.de It uses rtgmaster.library which is a Freeware library that is copyrighted to : Steffen Haeuser and John Hendrikx and Wolfram Schenk and Hans-Joerg and Thomas Frieden It also uses superview.library under a license, that is copyrighted by Andreas R. Kleinert. It also uses the Freeware-Library iff.library of Christian A. Weber. Emails with questions about rtgmaster.library or Bugreports to MagicSN@birdland.es.bawue.de It is not allowed to disassemble this code or use any part of Darkchild (graphics, code, whatever) for projects of one-own, without the permission of the authors. The demo is allowed to be copied to whereeveer and whomever you want. It is allowed to be put on ftp-sites and CD-ROMs, especially. The full game (if ever...) will be Lowcost or Full Price, though... (and won't use superview.library, as the license is only for this Editor) @endnode